X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fswrast%2Fs_feedback.c;h=00f92d463c33f1626313b4d47d94e56dd4c7af98;hb=401810b658133d9c968be1de7fb4102ec7c4d19e;hp=e14c6a8e217224786678f39eaa46b048f3162a7c;hpb=1e1aac034c986a08248861363c0baa27dc2ae2d5;p=mesa.git diff --git a/src/mesa/swrast/s_feedback.c b/src/mesa/swrast/s_feedback.c index e14c6a8e217..00f92d463c3 100644 --- a/src/mesa/swrast/s_feedback.c +++ b/src/mesa/swrast/s_feedback.c @@ -1,21 +1,19 @@ -/* $Id: s_feedback.c,v 1.2 2000/11/13 20:02:57 keithw Exp $ */ - /* * Mesa 3-D graphics library - * Version: 3.3 - * - * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. - * + * Version: 7.0 + * + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: - * + * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. - * + * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL @@ -24,142 +22,117 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#include "glheader.h" -#include "colormac.h" -#include "context.h" -#include "enums.h" -#include "feedback.h" -#include "macros.h" -#include "mmath.h" +#include "main/glheader.h" +#include "main/colormac.h" +#include "main/feedback.h" +#include "main/macros.h" #include "s_context.h" #include "s_feedback.h" #include "s_triangle.h" -#define FB_3D 0x01 -#define FB_4D 0x02 -#define FB_INDEX 0x04 -#define FB_COLOR 0x08 -#define FB_TEXTURE 0X10 - - - -static void feedback_vertex( GLcontext *ctx, SWvertex *v, SWvertex *pv ) +static void +feedback_vertex(struct gl_context * ctx, const SWvertex * v, const SWvertex * pv) { GLfloat win[4]; - GLfloat color[4]; - GLfloat tc[4]; - GLuint texUnit = ctx->Texture.CurrentTransformUnit; - GLuint index; - - win[0] = v->win[0]; - win[1] = v->win[1]; - win[2] = v->win[2] / ctx->Visual.DepthMaxF; - win[3] = 1.0 / v->win[3]; - - color[0] = CHAN_TO_FLOAT(pv->color[0]); - color[1] = CHAN_TO_FLOAT(pv->color[1]); - color[2] = CHAN_TO_FLOAT(pv->color[2]); - color[3] = CHAN_TO_FLOAT(pv->color[3]); - - if (v->texcoord[texUnit][3] != 1.0 && - v->texcoord[texUnit][3] != 0.0) { - GLfloat invq = 1.0F / v->texcoord[texUnit][3]; - tc[0] = v->texcoord[texUnit][0] * invq; - tc[1] = v->texcoord[texUnit][1] * invq; - tc[2] = v->texcoord[texUnit][2] * invq; - tc[3] = v->texcoord[texUnit][3]; - } - else { - COPY_4V(tc, v->texcoord[texUnit]); - } + const GLfloat *vtc = v->attrib[FRAG_ATTRIB_TEX0]; + const GLfloat *color = v->attrib[FRAG_ATTRIB_COL0]; - index = v->index; + win[0] = v->attrib[FRAG_ATTRIB_WPOS][0]; + win[1] = v->attrib[FRAG_ATTRIB_WPOS][1]; + win[2] = v->attrib[FRAG_ATTRIB_WPOS][2] / ctx->DrawBuffer->_DepthMaxF; + win[3] = 1.0F / v->attrib[FRAG_ATTRIB_WPOS][3]; - gl_feedback_vertex( ctx, win, color, index, tc ); + _mesa_feedback_vertex(ctx, win, color, vtc); } /* * Put triangle in feedback buffer. */ -void gl_feedback_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, - SWvertex *v2) +void +_swrast_feedback_triangle(struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2) { - if (gl_cull_triangle( ctx, v0, v1, v2 )) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); - FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ - + if (!_swrast_culltriangle(ctx, v0, v1, v2)) { + _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN); + _mesa_feedback_token(ctx, (GLfloat) 3); /* three vertices */ + if (ctx->Light.ShadeModel == GL_SMOOTH) { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v1 ); - feedback_vertex( ctx, v2, v2 ); - } else { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v0 ); - feedback_vertex( ctx, v2, v0 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + feedback_vertex(ctx, v2, v2); + } + else { + feedback_vertex(ctx, v0, v2); + feedback_vertex(ctx, v1, v2); + feedback_vertex(ctx, v2, v2); } } } -void gl_feedback_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 ) +void +_swrast_feedback_line(struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1) { GLenum token = GL_LINE_TOKEN; SWcontext *swrast = SWRAST_CONTEXT(ctx); - if (swrast->StippleCounter==0) + if (swrast->StippleCounter == 0) token = GL_LINE_RESET_TOKEN; - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); + _mesa_feedback_token(ctx, (GLfloat) (GLint) token); if (ctx->Light.ShadeModel == GL_SMOOTH) { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v1 ); - } else { - feedback_vertex( ctx, v0, v0 ); - feedback_vertex( ctx, v1, v0 ); + feedback_vertex(ctx, v0, v0); + feedback_vertex(ctx, v1, v1); + } + else { + feedback_vertex(ctx, v0, v1); + feedback_vertex(ctx, v1, v1); } swrast->StippleCounter++; } -void gl_feedback_point( GLcontext *ctx, SWvertex *v ) +void +_swrast_feedback_point(struct gl_context *ctx, const SWvertex *v) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); - feedback_vertex( ctx, v, v ); + _mesa_feedback_token(ctx, (GLfloat) (GLint) GL_POINT_TOKEN); + feedback_vertex(ctx, v, v); } -void gl_select_triangle( GLcontext *ctx, SWvertex *v0, SWvertex *v1, - SWvertex *v2) +void +_swrast_select_triangle(struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2) { - if (gl_cull_triangle( ctx, v0, v1, v2 )) { - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; + if (!_swrast_culltriangle(ctx, v0, v1, v2)) { + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; - gl_update_hitflag( ctx, v0->win[2] * zs ); - gl_update_hitflag( ctx, v1->win[2] * zs ); - gl_update_hitflag( ctx, v2->win[2] * zs ); + _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v2->attrib[FRAG_ATTRIB_WPOS][2] * zs ); } } -void gl_select_line( GLcontext *ctx, SWvertex *v0, SWvertex *v1 ) +void +_swrast_select_line(struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1) { - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, v0->win[2] * zs ); - gl_update_hitflag( ctx, v1->win[2] * zs ); + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; + _mesa_update_hitflag( ctx, v0->attrib[FRAG_ATTRIB_WPOS][2] * zs ); + _mesa_update_hitflag( ctx, v1->attrib[FRAG_ATTRIB_WPOS][2] * zs ); } -void gl_select_point( GLcontext *ctx, SWvertex *v ) +void +_swrast_select_point(struct gl_context *ctx, const SWvertex *v) { - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, v->win[2] * zs ); + const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF; + _mesa_update_hitflag( ctx, v->attrib[FRAG_ATTRIB_WPOS][2] * zs ); } - - -